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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Snake
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When Skullwinder enters the battlefield, return target card from your graveyard to your hand, then choose an opponent. That player returns a card from their graveyard to their hand.
1 week ago
seshiro_of_the_orochi I completely forgot that Shigeki, Jukai Visionary had that ability! I'll definitely be slotting him in. Spring-Leaf Avenger seems like a really cool card too! I am already running Gravebreaker Lamia and she's been great in the deck. I have a Skullwinder or two that I picked up in a Baldur's gate draft. I've only hesitated with that one because I don't like giving my opponents their choice of cards as well. I guess I could always save it until I lay down a Bojuka Bog though haha
These are all super helpful suggestions. Thank you all!
1 week ago
Loosing non-creatures is a usual topic with these strategies. One way around it is to play as few of those card as possible. As you're asking for recursion ideas, Timeless Witness is basically a second E-Wit, and Skullwinder is also not far off. A card I really like is Spring-Leaf Avenger, and bouncing an attacking Nethroi to mutate out again seems pretty useful. What's more, how about Shigeki, Jukai Visionary? He seems to do everything you wish for, and he even has a power small enough so you can abuse him with Nethroi.
1 month ago
I might run fewer/creatures, since stickfingers will until you reveal x creatures, not just x cards. The fewer you have the higher chance you hit one that destroys the table if you just overload on ramp and reanimates. Rather than these things Crawl from the Cellar,Ghoul's Feast,Gravepurge I'd focus on just reanimating and is easy to get and will probably serve you better. If you really do want it back in your hand Genesis Skullwinder and Eternal Witness do this while attached to a body.
Rather than sending to your hand these will just bring back Diregraf Rebirth, Victimize, Reanimate, Exhume, Unearth, Whisper, Blood Liturgist, Stitch Together,Dread Return.Geth, Lord of the Vault is expensive but can fill your yard as well as revive others. Finale of Devastation revives or tutors, and is a finisher.
Rampant Growth is slightly inferior to Three Visits and Nature's Lore as long as your dual lands have both typesOvergrown Tomb, Bayou, Woodland Chasm, although I'd definitely run all three if there's room. Culling Ritual would be an amazing ramp/wipe card you can use to nuke all tokens and then cast stickfingers. Sakura-Tribe Elder is just rampant growth that works as a blocker for one turn, and it is another creature in your graveyard. Lotus Cobra ramps too, particularly with your other ramp options.
And you'll likey have enough mana to use Decree of Pain, if not, other wipe options are Damnation,Pernicious Deed,Death Cloud,Deathbringer Regent,In Garruk's Wake,Killing Wave,Necromantic Selection,Plague Wind,Reiver Demon,Toxic Deluge. Torment of Hailfire works as a finisher too Endurance is basically the only way you can protect your graveyard that I can think of. I'd probably run Veil of Summer too.
Since you'll have access to really big creatures these can be nice for draw. Greater Good, Momentous Fall, Return of the Wildspeaker, Garruk, Primal Hunter, Morbid Curiosity, Life's Legacy, Disciple of Bolas, Doom Weaver, Selvala, Heart of the Wilds.
I think every single black deck should run Dauthi Voidwalker, and the more grave hate you have the more you could take advantage of Living End/Living Death if you use these as mass reanimates. they are the cheapest.
You have a fairly high number of tutors, and a ton of ramp, so i'd consider Panglacial Wurm. It's a card you dont need to waste a draw to get and can be cast instant speed. And its fun to surprise people with it at least once.
2 months ago
Seasons Past - Reap - Restock - Wildest Dreams - Timeless Witness - Skullwinder - Meren of Clan Nel Toth - Genesis - Praetor's Counsel - Rise of the Dark Realms - Twilight's Call - Bala Ged Recovery Flip - Regrowth - Greenwarden of Murasa - Creeping Renaissance
4 months ago
There are some nice reprints in this set, but I would rather not have MtG and D&D crossover, despite their similarities. It is nice to finally have new artwork on Mind Stone and to finally be able to have a foil version of Skullwinder, and Bramble Sovereign has become quite expensive, so it will be nice to have a reprint of it, as well.
It also is nice to finally have a card of Elminster, but his card is very underwhelming. He certainly is not weak, but, in the lore of the Forgotten Realms, he is one of the most powerful mortal magic users who ever lived, so a card of him should be much more powerful than that.
4 months ago
Mutate basically works like this:
Suppose you have Skullwinder on the battlefield - ironically chosen not because it's from Ikoria's Commander set, but because I clicked the Random Card option on Gatherer and it was literally the first one who cropped up.
I cast, and resolve, Archipelagore for it's Mutate cost.
If I put Archipelagore beneath Skullwinder, I'll now have a 1/3 green Skullwinder who happens to have "Whenever this creature mutates, tap up to X target creatures where X is the number of times this creature has mutated. Those creatures don't untap during their controller's untap step."
If I put Archipelagore on top, I'll now have a 7/7 blue Leviathan who has "Deathtouch", since the ETB effect would have already resolved.
The "goal" of Mutate is to keep making your creatures larger and larger, adding more and more abilities onto them.
- (I am not sure if they retain all colors, or just the color(s) of whomever is on top.)
But yes, Mutate is a very poorly designed mechanic. Essentially think of it like Bestow from Theros, except when the creature dies, you don't retain the rest of it.
With Bestow, if I target Skullwinder with Celestial Archon, then my 1/3 green Snake gets +4/+4, flying and first strike on top of the deathtouch. Then, when it is murdered, Skullwinder is moved to my graveyard but Celestial Archon remains on the battlefield, now as a creature. So I retain the value of Celestial Archon even after Skullwinder has left the battlefield. And this isn't just with being killed; Bounced / exiled and possibly blinked all do this, as well.
But Mutate, once one dies they all die. So really, it's more akin to regular Auras - Once the enchanted creature goes, everything attached goes with it.